cyckuan
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Posts posted by cyckuan
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FPDRFor once I am myself deserving of a facepalm. Thanks UNN I can't believe I totally overlooked that command. The need for going from config path (string) to turret path (array) may still be there however, so if anyone has any good ideas...
Here's an example of a recursive function that builds turretpaths from the config structure ....
_vehicle = vehicle player; _type = typeOf _vehicle; [_vehicle,_rearmInterval,(configFile >> "CfgVehicles" >> _type),[]] call rearmTurretRecursive; // highest level call contains essential starting conditions in params 2 and 3 rearmTurretRecursive = { private ["_vehicle","_config","_rearmInterval","_turretConfig","_turretPath","_currentTurretPath","_max"]; _vehicle = _this select 0; _rearmInterval = _this select 1; _config = _this select 2; _turretPath = _this select 3; _currentTurretPath = +_turretPath; _turretConfig = (_config >> "Turrets"); _max = count _turretConfig; if ( _max > 0 ) then { for "_i" from 0 to (_max - 1) do { _turret = _turretConfig select _i; _turretName = getText (_turret >> "gunnerName"); _vehicle vehicleChat format ["Rearming %1", _turretName]; _currentTurretPath set [count _turretPath,_i]; // working around some BI variable scoping fubar _magazines = getArray (_turret >> "magazines"); { sleep _rearmInterval; _vehicle removeMagazinesTurret [_x,_currentTurretPath]; sleep _rearmInterval; _vehicle vehicleChat format ["... %1", _x]; _vehicle addMagazineTurret [_x,_currentTurretPath]; } count _magazines; [_vehicle,_rearmInterval,_turretConfig,_currentTurretPath] call rearmTurretRecursive; }; }; };There may already be a BIS function since 2010. If so, please share.
Disable thermal on infantry weapons
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
To disable or reduce effectiveness of thermal imaging on infantry sights, you can reduce the viewDistance when TI is activated, like so:
while { alive player } do { switch (currentVisionMode player) do { case 0 : { setViewDistance 1200; // setObjectViewDistance 1500; }; case 1 : { // NVG setViewDistance 600; // setObjectViewDistance 1200; }; case 2 : { // FLIR setViewDistance 400; // setObjectViewDistance 600; }; }; };